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Rogue
Rogues are
not normally thieves as everyone expects them to be though a Thief is partially
what they are when it comes to claiming treasures that do not belong to them. A
Rogue is trained in basic thievery as well as using Stealth and Swift of Hand to
retrieve items that are normally forbidden or difficult to obtain for their
employer. Though thieves are highly regarded as criminals it is not uncommon to
find a Thief apply their talents into the art of being a Rogue. These are
professional acquirers of rather hard and difficult treasures that can normally
be in Ruins or in other restricted areas. Applying their stealth unlike some
common thief allows them to avoid detection and their back ground tends to be
one of not a care for others or those in their way. Unlike the Omitsu some
Rogues care less for Honor and disregard who they have to hurt to get what they
want. Though an Honorable Rogue may have some Code or Conduct they live by to
avoid the unnecessary harm of innocent people. Rogues also, unlike Omitsu, can
disarm Traps and Open locks though are more skilled at it than an Omitsu who is
far more agile than a Rogue. Rogue tend to go and allow to be hired in
expectation of not just a money value reward but the possible rewards from
other’s bodies and such making them some times disliked in an adventurer’s
party. But one has to admit having a rouge in a party can be useful when Stealth
and getting to areas that are either blocked off or restricted is required.
Benefits>
These are basic Abilities you know of easily from your novice training when
learning to become a Rogue. Some are set specifically for your profession as
abilities you may know and how to use. Though they are rarely powerful skills
they are useful skills that will assist you in your travels as an Adventurer in
the world of Everlynn.
Lock
Picking> A skill
that applies a Reflex Check in order to unlock a Door or Lock that bars the
entrance or opens something the Rogue may want. The Rogue asks a difficulty for
the lock from the host and the host will state a Difficulty. By scoring the
difficulty or more the lock is unlocked. Also if a Rogue wishes she may lock the
unlocked item by making a Reflex Roll to set a Difficulty for some one else to
open the lock. This at times can be useful but at times if the Rogue cannot beat
their own lock score can be annoying at critical times.
Disarming>
Rogues are the only ones aside from Omitsu who can Disarm Traps and get a +1 to
their Mind Check in Identifying or Examining a trap. They only Rogues can
benefit from the bonuses of Disarming a Trap as well as identifying or examining
it. They also get a +1 Bonus to Reflex Checks when disarming Traps.
Knowledge
Street> Rogues get
a +4 bonus to Street Knowledge regardless if they have Zero, Few, or Max Ranks
in the skill. This is because they know much of the streets as well as who is
the appropriate contact or source when it comes to Rogue sources.
Abilities>
Rogue abilities are assorted among thievery, lock picking, disarming traps,
locating traps, and being sneaky. These types of abilities make them cunning and
tricky individuals since no one can be sure what a Rogues intention might be. As
a Rogue regardless of your ethics you are in it for the long haul such as
treasure, jewels, money, and some times just to have more of what you don’t
have. Some treat as a game or sport always curious to better them or to see if
they can be finally caught in the act.
Stealing>
The
ability allows a Rogue to make a pick pocket or swift of hand action by using
their Reflex Bonus +1 into a Reflex Check Difficulty 10. If they score 10 or
more they succeed in the act of stealing, pick pocketing, or swift of hand
action but the target may make a Sight Check -1 to catch the Rogue in the act.
If caught the Steal was a fail if scored under the Difficulty the steal Check
was a fail and you were spotted. This may cause you to create hostilities by the
character you are stealing from.
Cost>
20 Exp
Flag
Trap> A Rogue can
attempt to Flag a Trap when disarming it. Meaning if they think they cannot
score higher than the Difficulty on a Trap and are afraid to set off the trap no
matter if the disarm roll, unless a Critical Fail of 1, the trap will not go off
being flagged once allowing the Rogue to try again or avoid the mess.
Cost> 20 Exp
Recover
Trap> When a trap
has been flagged or not a Rogue can attempt to Recover the trap. However if the
door, chest, etc. is locked it will remain locked. This will allow the Rogue to
claim traps that he or she can apply at another time. If a trap has been flagged
the Rogue must make a Disarm Check and score higher than the difficulty in order
to recover a Trap and must state they are doing it before making the roll. If
afterwards of the roll they want to recover the Trap it is to late and has been
disarmed.
Cost>
30 Exp
Advance
Lock Picking> Rogues
may learn Advance skills of Lock Picking and purchase a +1 Bonus to Lock Picking
in order to increase their chances in breaking the difficulties of some Locks.
This can be learned ten times adding a x with a number to signify how man times
the skills was purchased as well as how much the modifier is.
Cost> 25 Exp
Agility>
This Rogue ability
allows a Rogue to choose a target they wish to avoid attacks from and gives them
a +2 bonus in Dodging their attacks made at the rogue. This is very useful when
a Rogue is injured or desires not to be harmed by that target.
Cost>
20 Exp
Dodge
and Dive> At times
an Area Effect may cause a lot of Damage that is normally visible. This ability
allows a Rogue to react first and make movement to quickly avoid the incoming
Area Effect. Let us say an explosive ball of energy comes at the Rogue while she
is in battle with an opponent. The moment it is cast in her direction she must
declare she has this ability and make a Dodge Vs an Attack from her opponent. If
Successful she is able to make her full movement or double in order to get out
of the blast range of the Area Effect spell. If she is able to run or move out
of the Area Range she takes no Damage from the Area Effect Spell as she runs and
dives away.
Cost>25 Exp
Sneak
Attack> This
special Attack can be used when a Rogue is flanking or attacking a helpless or
target who is unknown of their whereabouts. Sneak Attack adds a d8 Dice to the
Damage of the Weapon a Rogue is attacking with. The Ability can be purchase up
to three times to make the Sneak Attack damage 3d8 on top of the weapon Damage.
This can only work on a target who is helpless or unsuspecting of the Rogue. The
Target gets a -5 to any Sneak Attacks on their Dodge Check.
Cost>
30 Exp
Favorite
Armor> A Rogue may
choose a Light or Medium armor to be proficient in and acquire a +1 Dodge Bonus
to that Armor Category. When equipped with that Armor the Bonus will apply to
their Dodge increasing their ability to evade attacks.
Costs> 20 Exp
Conceal
Weapon> A Rogue
can choose to conceal their weapon as long as it is no bigger than the Size of a
Knife. This creates a Disguise Difficulty 15 as well as a Detection Difficulty
of 15. This makes it hard to find weapons upon a Rogue.
Cost>
30 Exp
Dodge
Traps> Rogues are
cunning and swift this is also required for them to Dodge Traps. This ability
assists with a +4 to any Reflex or Dodge Checks caused by a Trap. Regardless of
the Ranks in Reflex or Dodge this will always give a +4 to any avoidance of set
off traps. This is a prize among Rogues to learn especially in their dangerous
affairs in retrieving forbidden items that are laced with traps around and on
them.
Costs>
40 Exp
Rogue’s
Cunning> This can
be applied in two ways. One a Rogue may add this +4 Bonus to any Bluff or Social
checks when attempting to lie or persuade a target as well as when resisting
Social Checks placed upon them. Second this can be placed and applied when a
Rogue attempts at Stealth adding a +4 Bonus regardless if they have no ranks,
few ranks, or max ranks. This is a Prize Skill among Rogues and is very useful
against their enemies.
Cost>
100 Exp
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